Various things and resource consumptions don't have creative mode checks
50m31-AW opened this issue ยท 1 comments
Minecraft Version
1.21.1
Immersive Engineering Version
12.2.0-187
Expected Behavior
In general items shouldn't get consumed while in creative mode, and mobs should ignore the player
Actual Behavior
Right clicking conveyors with scaffold blocks consumes the scaffold item
Chemthrower uses fuel
Can't fill chemthrower by right clicking on a tank or barrel because it uses the same logic as an empty bucket, and just deletes the fluid. Same issue with filling the jerrycan, but that one makes a little more sense since it's closer to a bucket than a tool that uses fuel so might only be a valid issue for the chemthrower
Railgun consumes ammo. This one is particularly bad when when you shoot a trident because picking up a trident entity off the ground or via Loyalty in creative just deletes it because vanilla never actually has the trident entity leave your inventory. So you can shoot a trident once in creative and then you need a new one
Railgun and capacitor backpack consume energy. Could see potential argument to be made about that being ok, alternative solution is to just be able to put a creative accumulator in the backpack (currently you can put the creative accumulator in the backpack, but it doesn't work)
Revolver triggers mob aggro. Melee mobs just try to attack once and lose aggro, but skeletons get stuck strafing and shooting and creepers explode
Will add more things as I find them
Steps to reproduce
Do the things listed above while in creative mode
Debug Crash Log
N/A
Chemthrower & Railgun are intentional, both for energy and ammo. I don't intend to change that in creative, there is basically zero reason to specialcase that.
Chemthrower "emptying" the barrel is NeoForge behavior, I do not intend to hack around it.
Revolvers triggering aggro is so minor that I also cba to do anything about it.